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Messages - QuaziGNRLnose
Pages: [1] 2 3 ... 10

1
2D & 3D / Re: Dynamically Animated character
« on: January 25, 2012, 06:02:33 pm »
yes there will be transition frames for the head in all animations, and full body turning for ground changes, and i still need/land jumping. i just haven't had time lately for graphics as i work on the level editor and with school

2
Pixel Art / Re: [WIP][C+C] Roguelike mockup
« on: January 12, 2012, 07:02:33 pm »
*delete this* accidental quote

3
Pixel Art / Re: [WIP][C+C] Roguelike mockup
« on: January 12, 2012, 06:58:30 pm »
Your palette is too much of a 'boring' colour ramp.

what you need is hue shifting



something like that (by Syosa btw), instead of something like

████

throw some colour in man!


4
2D & 3D / Re: Dynamically Animated character
« on: January 12, 2012, 06:31:11 pm »
i might shave away some of the torso perhaps, keeping the legs the same length, in general i find the characters a bit too tall so my hit box is ending up as something like 18x88 pixels. i'd rather have it to have at least SOME semblance of a square.

on the other hand, i kinda see the problem really pronounced on the idle animation, which i think if i modify (which i will) and leave the rest in tact will end up fixing the problem.

boob bounce on the running is more of the whole plate moving up and down, since its more a ninja bra type of thing (which, again the idle animation doesn't really demonstrate) so i guess i REALLY need to change the idle.


5
2D & 3D / Dynamically Animated character
« on: January 12, 2012, 05:26:51 pm »
Well im currently working on a game, and instead of animating the pixelled character through conventional means, i use a hybrid of segmented pieces with individual states, and choose appropriate frames based on the momentum changes in the characters movement by simulating small pendulums for masses like arms etc.

seeing as this isn't pixel work in the conventional sense, i guess its appropriate to upload progress here, and crits would be nice too.



heres a screen cap of some motion.

Idle:


Arm:


Jumping:


Running:


Grappling:


as you can see, the hair, grapple arm, forward arm, etc, tend to be missing in most animations, the game chooses how to combine stuff so it looks like your appropriately shifting your weight when you move around!

C&C appreciated!


6
Pixel Art / Re: [WIP] Running Cactus
« on: September 15, 2011, 01:27:50 am »
The leg movement is nice and smooth!

7
General Discussion / Re: ROTSPRITE, useful tool
« on: June 29, 2010, 03:23:10 pm »
Ai, when that ui'd program is ready id love to see it :D sounds awesome.

8
General Discussion / Re: 3d vs 2d Myth (or is it?)
« on: June 19, 2010, 06:27:57 pm »
if you look at what i said, im not bashing talented 3d work, im just saying its easier to get there than it would be comparatively to 2D, because alot of the skills people start out with in life can be applied.
ive done 3D and i know that to make GOOD lighting, you need to know what you're doing, but i find modeling in 3D to be much easier than drawing something similarly good.

When i draw i have a semi-complete idea in my head, and it adapts as i go, same goes for when ive worked in 3D, i just adaptively worked, and i didn't have to stress about things like the angle and perspective i was working at, cause those were readily changeable, i didn't even have to worry about getting my shading to match my forms, cause the computer DOES make a good approximation of real world lighting.

i dont know why you say that you need a vision of the 3d object in your head for 3d but not for 2d, if you ever actually draw anything from a view apart from a cardinal angle, you need an EXTREMELY good sense of the objects shape, or else what your thinking will be completely different from what your drawing, you even need to account for foreshortening and light direction IN YOUR HEAD.

when your working 2D an ugly angle and perspective will stick, no matter how good your forms may be, simply because 2D isnt 3D. and yes you might argue its a gross simplification of lighting, but really, doing lighting in 2D is the same thing artistically, and your relying on your vision much more than you would be adjusting lights/renderers in 3D, once you commit in 2D its a done deal for the most part, without completely redoing anything nothing can be changed apart from little things.

9
General Discussion / Re: 3d vs 2d Myth (or is it?)
« on: June 19, 2010, 06:23:57 pm »
if you look at what i said, im not bashing talented 3d work, im just saying its easier to get there than it would be comparatively to 2D, because alot of the skills people start out with in life can be applied.
ive done 3D and i know that to make GOOD lighting, you need to know what you're doing, but i find modeling in 3D to be much easier than drawing something similarly good.

When i draw i have a semi-complete idea in my head, and it adapts as i go, same goes for when ive worked in 3D, i just adaptively worked, and i didn't have to stress about things like the angle and perspective i was working at, cause those were readily changeable, i didn't even have to worry about getting my shading to match my forms, cause the computer DOES make a good approximation of real world lighting.

when your working 2D an ugly angle and perspective will stick, no matter how good your forms may be, simply because 2D isnt 3D. and yes you might argue its a gross simplification of lighting, but really, doing lighting in 2D is the same thing artistically, and your relying on your vision much more than you would be adjusting lights/renderers in 3D, once you commit in 2D its a done deal for the most part, without completely redoing anything nothing can be changed apart from little things.

10
General Discussion / Re: ROTSPRITE, useful tool
« on: June 19, 2010, 06:13:02 pm »
im curious, does cortex command use per-pixel sampling for its rotation or something else/similar?, from what i remember it was quite well done even in the early demo i have.

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